1914 House Rules

These house rules are meant to make the game more realistic while staying as simple as possible.

Battleships cost 14 IPCs. They cost 1 IPC to repair.

Switzerland has an IPC value of 4.

The U.K. can only produce up to 4 units per turn in India. If India is captured by the Central Powers, the Central Powers cannot produce units there.

If a capital is captured, the IPCs are discarded and not taken by the capturing power.

Neutral territories that are not home territories still get units if invaded.

Sea units, except submarines, must end their movement when they enter a sea zone with enemy mines.

Units that retreat from a contested territory cannot move into another contested territory. They may move into any adjacent friendly territory.

There is a combat move and a non-combat move. During the combat move, units can move into neutral, contested, and enemy territories. The non-combat move comes after combat. During the non-combat move, units that did not move during the combat move and did not conduct combat can move into friendly territories. Land units can move an unlimited number of territories during the non-combat move within their original territories.

Optional Manpower Rule

Keep track of the infantry that are destroyed for each power. If a power has had 2x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect half of the total IPC value of their territories when they collect income (rounded up). If a power has had 4x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect the IPC value of their capital territory when they collect income.

Suggested Topics

Hello folks, I’m continuing my trend of creating alternate scenario’s to make A&A games quicker for face to face play. This is in part personally driven because most of my local players feel many A&A variants are about an hour too long. I’m pecking at most variants, but today I settled a modification for 1914.
1914 quick-mod
-Summary: Removes ottomamns/africa and modifies turn order to encourage quicker game especially, with multiplayer. Estimated to shave 1-2 hours off a 1914 game while maintaining the core experience.
-Balance was (attempted to be, play testing needed) maintained by examining the ratio of Axis/allied economy and TUV(Ground and sea), and maintaining those ratios fairly closely after mod. (See image at bottom)
Mod rules
-Mod is intended to be applied with the Official Tournament rules/setup as a base. (see http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=44&t=18335&sid=46c5a040ae6a0378950ae08747d6f942)
-In addition, apply the following changes.
-You may considor removing the “collapse/surrender” rules from the tournament setup, but I feel that defeats the purpose and I will be utilizing them still.
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Setup changes:
-Remove units on from India and the continent of africa. Remove all ottoman units.
-All ottoman, African, and middle eastern territories+India are not part of the game and so do not give IPCs to any powers
Remove the following navies:
Russians in SZ 71
UK in SZ 19, 29
Remove the following units
Wales: 2 infantry
London: 2 infantry
Scotland: 1 infantry(empty)
-You may wish to simply fold the bottom third of 1914 map board underneath as with the exception of the two russian territories it is unused.
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Summary of new starting IPCs by power:
AH:26
RU:25
GE:31
FR:18
UK:18
OT:N/A
IT:12
US:20
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Summary of timed events(including changes)
-UK gets bonus income of 2 multiplied by the turn number to a max of 10 IPCS(representing historical and typical standard game gains in africa/mideast and resources coming back to europe)
-Tanks buildable beginning turn 3
-US enters enters war and at beginning of turn 4
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Turn order changes(optional)
To encourage again quicker play (particulary in team games with 4-5 players), use this portion for an “axis go, allied go” game, allowing alliance players to perform all actions at once.
(In effect, every nation by russia is basically already doing this)
Turn order will be a 3 step process:
1)“special turn 0: Russia Only”
-Russia alone performs a turn.
2)- After this Russian turn, the turn order is now Axis powers.
3)- followed by all allied powers(including russia).
All powers in an alliance build at same time, then perform there moves as a single turn, etc.
However…
To maintain balance in the combat phase, multinational attacks are still disallowed.
To resolve these combats, attackers will perform their attacks one country at a time, using the order from the unmodified rules
(Allies: Russia followed by France,UK, Italy, US)
(Axis: Austria followed by Germany.)
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Numbers!
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I like all the special sea zone restrictions. Gibraltar and Danish straights. Any thoughts on Suez going through Egypt.
Also like the inclusion of aaafire and some limited transportation capability. Anything that makes for more attractive ship builds always seems good to me.
On the air, the main impediment to ready testing FtF is the requirement to buy more stuff than comes in the boxed game. With a G40 expansion you still only have 3 sculpts.
I was thinking about this issue for the C5 strategic bomber concept in 1942.2.
One thought I had about Tacs in 1942.2 for the Defenseless Strat B idea I had, was that some aircraft might be represented on the map by a scult that always has a green chip under it (saving all green chips for this use). So with that idea, I was thinking you could represent 3 air units with only 2 sculpts. For example
Strat B = C5 SBR only
Green Chip Fighter = Tactical Bomber
Fighter (red or gray chip) = Fighter
Or you could use a roundel, or paint a tail, but the green chip seemed pretty easy to work with.
Fighter can still fit on a deck that way.
Perhaps if its a game designed to use G40 sculpts for 1942.2 you could just do the same thing with the bomber sculpts? Like
Medium bomber = normal sculpt
Strat bomber = green chip sculpt.
Just an idea to make it easy to test, without a big commitment in painting or purchasing new stuff.
For the factories, I do worry that it takes any series threat to Tokyo from the Americans pretty much off the table. It’s very hard to get onto the mainland in an effective way with US, without expanding production on the money islands. Is this what you are trying to avoid? Or are you trying to prevent Japan from using one on India/Africa/Australia?
For my part I enjoy the factory unit, so rules that restrict where it can go aren’t as appealing to me. Basically the 3 islands affected, Philippines, East Indies and especially Borneo, are pretty much the only interesting territories in whole the Pacific, by virtue of their production potential, so it seems a shame to lose them.

@SS-GEN said in AA1914 - Playing with Statistical Losses:
Ok. Low luck with a twist right ?
So how does the -10/+10 roll work ? say
A
6 inf = 15
3 art = 6
Total = 21 points
Then div 6 into 21 = 3.3
3 hits plus a 3 left or half hit.
How does the rest of this work ?
Hello!
If using the 1914 values ( 2 for Inf, 3 for Artillery and supported Inf), it gives this :
3 Inf x 2 = 6
3 Supported Inf x 3 = 9
3 Art x 3 = 9
(9+9+6) = 24
24 / 6 = 4 hits.
Roll for +/- 10%. We typically call for a minimum variance of one, so you would end up with between 3 and 5 kills.
We round the number before rolling, so in your case, 21 hit points divided by 6 gives 3.5, so we count 4 kills before rolling for +/-.
This makes for low luck games but that +/- 1 or 10% can be the difference sometimes between changing your strategy or staying with it without killing you on one bad roll.
I hope this helps you out. Enjoy!

Hello out there,
I am looking to add to my collection of Table Tactics pieces. I have collected a set or two of the normal Table Tactics A&A expansions (A&A Accessories, Central Power, New World Order, and the A&A and Risk expansion Risk 2042). What I am looking for now is harder to find.
I am looking to buy a few more sets of Table Tactics Central Powers. If your set looks like the picture below, that’s what I’m looking for:
source
I am also looking to buy sets of Table Tactics expansion expansions. Let me explain. Table Tactics made three sets of other sets of pieces in different colors for those playing with different games, such as Xeno Games The World at War and the Revised edition of Axis & Allies.
One set was called “More for Your World at War” and contained pieces from A&A Accessories and pieces from Central Powers in three colors corresponding to piece colors from The World at War.
One set was called “More Units in More Colors” and contained pieces from New World Order and pieces from Risk 2042 in three colors corresponding to piece colors from The World at War.
One set was called “New Edition Colors” and contained pieces from all four of the Table Tactics expansions, corresponding to piece colors from A&A, Revised.
The picture below should help explain things. If you have Table Tactics pieces in colors from the top row of that picture, that you would like to sell, please send me a PM. If you have Table Tactics pieces in colors from the bottom row of that picture, if they are pieces from Central Powers, that you would like to sell, please send me a PM.
source
And that’s what I’d like to buy, in the new year.
-Midnight_Reaper
Edit: two small clarifications

IDK if even 1 IPC bonus per working Convoy SZ can remain manageable.
US 9, UK 8, Japan 7, Germany 2, URSS 1.
Well, there’s no reason we can’t decrease the number of convoy zones. The point should be to simulate a few of the most important, most vulnerable commerce lanes, not to put a convoy box in every single sea zone that saw merchant traffic. Just off the cuff, here’s another possible distribution of convoy zones for 1942.2:
USSR: Archangel, Soviet Far East
Germany: Baltic, Central Med
UK: English Channel, Central Atlantic, Eastern Med, Persian Gulf, Cape of Good Hope
Japan: Tokyo Bay, South China Sea, Java Sea, Coral Sea, Leyte Gulf
USA: Solomon Islands, Pearl Harbor, Caribbean, New York, Brazil
That should produce a less crazy income swing. If you think that’s still too much, you can relocate income from land territories to adjacent sea zones, instead of adding fresh income. E.g., Borneo drops from 4 IPCs to 3 IPCs, but the Borneo Sea Zone is now worth +1 IPCs if its convoy is undamaged.

One problem with 1914 is warfare on the western front. It usually just dissolves into two giant stacks going at it in one territory, and the allies win that battle 90% of the time because they can get units there faster. One reason this happens is because people aren’t aggressive enough. Also, its too easy for people to combine their forces because flanking maneuvers aren’t very deadly in Axis and Allies. So I would make on slight adjustment to the moving out of contested territories rules:
When a unit moves out of a contested territory they may not battle. They may still move into contested territories containing units belonging to their power, but they may only reinforce not battle there. Also, I was really intrigued by @Arreghas idea about contested territories. You can see his forum here: https://www.axisandallies.org/forums/topic/34163/1914-contested-territories-an-interesting-tweak